Posted by Chris Lundie from dialin56.eagle.ca (206.186.242.199)on March 08, 1998 at 22:30:16:
In Reply to: Re: Some comments and more comments. posted by Jeff C on March 08, 1998 at 19:48:34:
>>Environment Variables
>Definitely, should be easy to get the variables.
>What to do with them is different story.
Well some of them are useful. I think you can set the refresh rate this way, for example.
>I have a stragne problem in that the lines
>are only up in the upper left quadrant. Is
>anyone else seeing this?
When you see the "press any key to continue" window, resize it or maximize it. For some reason, all of the tests work this way. The only draw in an area the size of that first window. I don't know why they do that and I don't know if that's the expected behaviour. I think I might buy a Voodoo Graphics board soon for development. They are getting cheap enough for even me to afford one. :)
>The non-interleaved buffers are fine by me.
>I'm not quite sure why you woul dwant
>that anyway.
The V1000 can be faster when you interleave the buffers. It mixes up the scan-lines of the front, back and Z-buffers, instead of giving each buffer a contiguous block.
>I think it actually has to do with
>grConstantColorValue, which is what I am
>playing with right now.
That's a good idea. I don't think it has a simple equivalent on the Verite. But you should at least save that color value so it can be used later.
>I also thought I did this right, check the code
>for VL_AADrawTriangle. I think you have to AA
>each edge. strange.
Yep, that's how the Verite works. For example, in VQuake 2, it draws the whole scene first and keeps a list of all the edges. Then when it's done, it smooths all the edges at once. The problem with antialiasing a whole triangle/polygon at once (the Glide way) is that you see REALLY ugly artifacts. In fact usually the outlines of trianges are all over the screen. I think that's how DX5 is doing it. I hope DX6 will do edges. That way antialiasing will finally be useful for Direct3D games.
>I just thought that you could have done a strcpy
>instead, but didn't bother to change it. Does it
>have to be 80 characters, or
>can it be less?
Okay you're probably right. I didn't even think about 'strcpy'. Keep in mind how new I am to all this. Just sloppy code :) I don't know if it can be less than 80 or not. But Glide is suppost to expect 80. The string I made has 80 in it anyway.
Keep on truckin' :)
By the way, you fixed another bug with exported functions. I am pretty sure my version did not export one or two functions properly. (They are undocumented.) But now it's okay. Everything just seems to work better in VC++ I guess.